JinSaotome
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Everything posted by JinSaotome
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be very careful with your poking, as HS Fuujin will go through a ton of stuff(6H and 41236K most notably), and be mindful of AAing Anji because his superjump is huuuge and he can delay the approach with j.D if you get antsy. Also, theres not much you can do about this, but Anji gets a ton of really silly and painful combos on your because you're so big (2D > On wtfwtf) This is probably one of the few matches where Anji isn't tearing his hair out about approaching, and butterfly setups are very strong on Faust when knocked down. I'd go so far as to say its actually even for him!
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in corner, you can do CH Jabaki -> 5C 2C 4D 4D 214B#, etc... so its great in the corner for frame traps, mid range poking, etc. It'd be pretty boss if you could do midscreen CH Jabaki -> j.6D~D -> 5C 2C 4D 4D 214B#, though.
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I never said it was a good way to play, exactly, I'm just trying to rationalize some "nerfs" techable 3C makes me sad though. My j.623C tech traps ;_;
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thatsthejoke.jpg
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I'm guessing they're trying to coax Bang into the following game plan with the following changes >use nails to get in >mix up, pressure, combo into knuckle which puts them on the opposite side of the screen (If 623B doesn't wallbounce and no one said it wallslides, it probably just pushes them back to the other side of the screen) >Set up bumpers on the other side of the screen to make getting in a bit easier next time, as well as expand Bang's mixup options >40 GOTO 10 Also for Makoto, JCable seems pretty useless since you can 5B-6A into combo anyway, and she doesn't really have any good downward normals for aerial pressure either. What are they thinking, exactly?
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from what I understand, Yukikaze has a nice pretty snowflake animation. I could be wrong though. I'm also pretty sure "stiffness" basically means more recovery. EDITEDIT: Also, regarding beast mode valkenhayn, you cannot block, and he doesn't automatically turn around. You hit right to move right and left to turn and move left, think beat'em'up controls!
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http://generalnantoka.blog35.fc2.com/blog-entry-370.html#cm thanks to Kenny tuty for source. So far, from what I can tell, Hazama is considered "weakened", but only 3 changes are posted thus far. EDIT: Babelfish-fu tells me 5B is now pretty slow, and 5B->3C isn't possible anymore Chains are slower (but not really noticeable at all) Ouroboros Guage recovers more slowly (again, this seems pretty unremarkable since you get it back by hitting people anyway.) Anyone with a stronger knowledge of moonrunes than me, help is appreciated.
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assuming Tager is cancelling at the earliest possible moment, you HAVE to IB in order to punish 2C after 6A, if I'm reading the frame data right. (Which is your best friend in finding out what to IB Jayoku, btw!) As far as I can tell though, 2C->4D is unpunishable assuming its a gatling. However, if you ib 4D, you will beat out everything(!!) that Tager can throw out immediately afterwards (except magnatech wheel and possibly delayed 720 or delayed 360A if they're some kind of robot programmed to play Tager)
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I had the same problem doing 5B 3C 214DC 6D 4D 623D, etc... The basic idea is you want to hit them with j9d as high up as you can so that the very very tip of 623D just barely grazes them. This way, when you recover from 623D, the opponent is higher up in the air than if you were ot hit with a "deep" 623D, giving you more leeway to do j.6D Hope that helps! edit: You may also want to wait a second to cancel the j9d after it connects as when you hit with chains theres usually a small delay before the character "pops up" a second. That should help with hitting the timing on 623D
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Ah, ok, I'll be sure to try that. Thanks a bunch!
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Oh? Id like to hear about Ragna :o I was under the understanding it was like 5.5-4.5, and my only experience with Ragna was in Japan before I even knew how to play Haz . Our local ragna doesn't main him either, so some info would be appreciated :3c On the bright side for this matchup, a lot of Haku's normals can be Jayoku'd on reaction.
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Are there any tips for landing j.6D after 623D in the meterless fat people BnB? Also, how big is the window for you to j.6D after 623D?
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+1 to this, Hazama's only bad matchup lol. in this matchup, Haku has literally no reason to come to you in this fight. He can keep you out all day with orbs and long range sword pokes, and a good number of your mixup tools are very easy to counter (mashmashmash 6D/2D for 5B frametraps, Rassenga can be 5D'd on reaction.) So make sure to keep differentiating the timing on your pressure strings and bait those counters! This is definitely the one fight where you need your command grab most.
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Don't even worry, her trade does absolutely no damage and if she's mashing it a lot, just block and Disco Kick into death. Our local Tsubaki literally stopped using it because its so awful. It might be annoying to trade, for sure, but more often than not, it'll give the Tsubaki player more of a headache than it's giving you. :P
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This matchup is insanely easy for Hazama. She has literally no safe way to approach without Charge meter (which she can only safely get if she's knocked you down, lol) If you guys honestly respect her DP, you guys are doing it wrong, that shit is terrible, horribly easy to bait and trades with absolutely anything EDIT: And also leads to a fucking whopping 1300 damage if she doesn't trade. 6A, 236C, and Rassenga will hit if you can actually force them to respect your offense (again, not hard, get those hit confirmed combos and then mashmashmash that 5B) If she gets in on you, its still no biggy because her rush down is terrible and you can IB Jayoku a fair number of her pressure options.
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I'd say don't play an easier character cause even though you can learn system mechanics with any charater, the only way to get better with Hazama specifically is to, well, play Hazama, lol. anyway when you're getting magnetized, if theres a sizable gap (say 1~2 Hazamas away) you can get a free 214D~B/236236B and should invul through whatever he's doing (Even command grabs!) for a CH! Though jumping is a much safer option most of the time.
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This matchup suuuucks for Makoto, 3C is very easily baited with a 5D~A -> Whatever, or even just j.6D'd on reaction if you were stupid and threw it out randomly. Asteroid Vision is 214D~B'd on reaction (afaik, maybe you can bait with 214A~D?)and otherwise you just sit an eat snakes all day on the opposite side of the screen. I agree that Space Counter is probably your best shot at getting in, and even that can be baited depending on spacing. On the brightside, as Black Onslaught said, getting out of pressure as Haz is very difficult without meter, and he can't really build an offensive and rush you down after a KD since his only good pressure tools are 5B (which only goes so far) and 214D~A (parriable on reaction, though good Hazamas will try and fake you out) So yeah. SUPAH EDIT: also, Big Bang Smash them if they are playing terribly, that shit is free.
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[CS1] Bang FRKZ; The benefits and problems of using in blockstring
JinSaotome replied to Dacidbro's topic in Archive
You're right, that was a bad post on my part. I forgot to mention that yeah, the j.C is intended to be blocked by the opponent, then you cancel with 2-dash to j.D and guardpoint them on the AA attempt. I get away with it a lot more than I should. and I guess this is kind of common sense but concerning overestimating your opponent, this applied in CT as much as it does in CS. FRKZ only works against good opponents/opponents who respect your offense, since random mashing can get you murdered dead if you're too fixated on mixing up, especially if they take guard bonus into account. -
[CS1] Bang FRKZ; The benefits and problems of using in blockstring
JinSaotome replied to Dacidbro's topic in Archive
2B FRKZ 9-dash j.C 2-dash CH j.D works like a charm -
When you play haku There are only two mixups j.C or 4C?
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Rassenga works on crouching hit/counter hit/charged hit. :D
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Ah, I see! I just saw a lot of posters saying that the chart was all wrong, so I thought I'd bring it up. :3 And yeah, a lot of those players that represent their characters really well, despite the character shortcomings. (N-O and Lime-Key were my heroes when I played GG more actively. Too bad I won't see them in BB. ;_
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Since a lot of people are saying that chart is really wrong, shouldn't we try to make a more correct version? :3 (definitely take this with a grain of salt, because I have maybe like an hour or so of CS experience. ) I haven't had much experience but how is Haz vs Lambda in Hazama's favor? I could not get in for the life of me in that matchup, and Hazama doesn't have the tools to keep Lambda locked in place when he DOES get in. (Though I was mashmashmashing a bit and eating lots of gravity wells as a result and getting slammed back to the opposite side of the screen. ) Bang vs Lambda definitely feels like 6-4 or maybe even 6.5-3.5. Getting in with him is almost free in this game, and Lambda can't do shit about it. The only brightside is Bang's reversals without meter are still god awful, so Lambda can rush that shit down if she gets a combo in. Bang vs Ragna feels pretty even. Both of them have such strong pressure and oki game, that both of them can keep each other pinned down really easy. I'd give a slight edge to Ragna cause he's got more range on pokes as well as better AA, and a meterless DP Hazama vs Ragna feels like maybe 5.5-4.5 Ragna? Ragna doesn't seem to like challenging chains (reasonably, since once Hazama gets his meter JAYOKU HOUTENJIN), but Ragna has very little to fear once he's in short of JAYOKU and maybe 2A mash. Also, 5D~C/D being stuffed out by 6A makes me so very sad ;_;
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Ah, I see! A lot of the vids I watch have people doing 5B 5C 3C 214D~C 5C 2C 4D~D -> the rest instead, so I didn't know if it was relatively new or what.